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Custom Advancements supports Minecraft’s standard language file format, allowing you to provide translated titles and descriptions for your advancements in any language Minecraft supports. By placing locale JSON files in the correct folder, the mod injects them into the game’s language table so players see advancement text in their own language.

Folder Location

Place your language files inside the customadvancements/ folder in your game directory, under data/lang/:
Each file is named after a Minecraft locale code (for example en_us, de_de, es_es, fr_fr) with a .json extension. Only files ending in .json are read; anything else in the folder is ignored.

Example: en_us.json

The following is the full English locale file the mod copies into the folder on first launch:
customadvancements/data/lang/en_us.json

Key Format

Translation keys follow a straightforward dot-separated convention:
Where <advancement_name> matches the file name (without .json) of your advancement definition — for example, an advancement defined in back_to_the_roots.json uses customadvancements.advancements.back_to_the_roots.title. The keys are entirely yours to choose; nothing in the mod requires this exact pattern. Sticking to it keeps your keys predictable and avoids collisions with other mods or with Minecraft’s own entries.

Referencing Keys in Advancement JSON

Inside your advancement definition, use Minecraft’s translate component to point at the key you defined in your language file:
customadvancements/customadvancements/root.json
At runtime, Minecraft resolves the translate component against the loaded language data for the player’s active locale. If no matching key is found in any loaded language file, the raw translation key appears in place of the localized text.
Translation keys are optional. If you only need one language, write the text directly: "title": "My Advancement". Plain strings and text components are both accepted wherever a translate object is.

Language File Format

Language files follow the standard Minecraft JSON format — a single, flat JSON object where every entry maps a string key to a string value. No nested objects or arrays are used.
customadvancements/data/lang/de_de.json

Multiple Locales

The bundled examples include four locale files — en_us.json, de_de.json, es_es.json, and fr_fr.json — showing that you can supply as many locales as you like. You only need to provide the ones you intend to support. Minecraft always loads en_us as a base and layers the player’s selected language on top of it, so any key you leave out of a translated file falls back to its English text rather than to the raw key. The bundled de_de.json, es_es.json, and fr_fr.json files demonstrate this: none of them translates the back_to_the_roots keys, so those two strings appear in English for players using those languages. Common locale codes:

When Language Files Are Loaded

Language files are read when the game starts and again on every /ca reload, alongside advancement JSON files and textures. Changing a language file therefore does not require a restart — run /ca reload and reopen the advancements screen. See Commands.
Translations are applied on the machine that renders the text. In multiplayer, each client needs both the mod and its own copy of your language files in customadvancements/data/lang/ to display translated advancement titles — there is no automatic transfer of language files from the server to connecting clients in this version. A player without them sees the raw translation key.